AppleDavidJeans Posted November 25, 2014 Share Posted November 25, 2014 My rocket brokelel Quote Link to comment Share on other sites More sharing options...
Djolox Posted November 25, 2014 Share Posted November 25, 2014 It can get even weirder https://a-a.d-cd.net/e6a214u-960.jpghttp://epizodsspace.no-ip.org/bibl/tm/1993/8/obl4.jpgThe Blue Bird also can carry a small screw-propelled ATV - it is used to reach places where truck itself cannot drive (heavy swamps, for example). Soyuz usually lands in Kazakh steppes, not far from Baikonur, so it is rarely used.Sadly, it's impossible to recreate it in KSP without special plugins (and we don't actually need it since there are no realistic terrain in KSP).So I will say only one thing. SOVIET VEHICLES ARE AMAZING! Quote Link to comment Share on other sites More sharing options...
TheBedla Posted November 25, 2014 Share Posted November 25, 2014 Congrats on the R7, Beale, can't wait to try it out.One thing occurred to me - would you consider making a matching set of textures for Procedural Tanks? I have no idea how demanding that is, or how much of your previous work could be used for them, but it would be really awesome to have tanks of any size matching with your parts.I do love the freedom procedural parts give me, but those textures look definitely sub-par compared to yours, and I think it is mostly a matter of style, not the procedural..ness?On the subject of the 1.875 probe core - that would definitely come in handy for some missions, but I still imagine a drone core integrated in the docking command module of the FGB would be a more elegant solution.Anyways, keep up the great work! Quote Link to comment Share on other sites More sharing options...
Beale Posted November 25, 2014 Author Share Posted November 25, 2014 "Do you use KIDS by any chance to scale thrust/ISP to FAR/NEAR settings?"No I just use the rocket as given. I have KIDS, but I only use it on my 10x Kerbin install, where this rocket doesn't need it because it has the delta V to get to orbit just fine without the help.It takes 3600 DV to get to orbit with NEAR. It takes about 4500 to get to orbit with stock aero. It takes 8.8 km/s to get to orbit with NEAR and 10x Kerbin. The rocket is pushing ~ twice the needed amount for stock. I don't think it is a good idea to put 7 tons on the top and then tweak until 4500 DV. Even though that will get your 7 tons to LKO just fine I think it will have unintended side effects like dropping the radial boosters 20 seconds into the flight. (Not that I did the math to see.)I am not using the 3rd stage and leaving it off the rocket as I have overkill DV without it. That in turn means that I don't need as much take off thrust, which leads to 40% tweaked throttle in the VAB.With the 50 kilo newtons less thrust and a bit less efficiency I might be able to use the 3rd stage.Thanks for the feedback there! Yeah, I think I just plain suck at ascent trajectories, and it really harms testing.With 7,000m/s of Delta V, I still only manage to get a Soyuz into 500km x500km orbit (stock aero).I should theoretically be able to get it to Duna...There might be a good solution (see below).Yes, with FAR, and only the two bottom stages, with a standard Soyuz TMA for payload.I fly around Mach 1 for max dynamic pressure until upper atmo, then rev up, drop boosters and start gravity turn. But the boosters are still 1/2 full by then, I'm just carrying dead weight, so I guess the TRW is too high.If I build it with 3 stages, TWR is more realistic but then I have way too much delta V. I guess it's okay for the LV to have a bit excess delta V since we're launching from equator instead of the Kerbin's equivalent of Kazakhstan, but not like double the necessary to LKO!I guess you got the numbers from the real thing? That would make it unbalanced for Kerbin dimensions.Hello! Thanks for the feedback!I balanced the fuel amounts in terms of FL-800 tanks (I.E the centre stack is two FL-800 equivalents of fuel).So it's still very much using Kerbal wet/dry ratios.I'd like to maintain the TWR at a level so the core stage can atleast get over 1.2 TWR.I think the TWR will be maintained, but I will look at reducing Delta-V somehow (Reduced fuel amounts / lower ISPs).http://img98.rajce.idnes.cz/d9802/10/10447/10447390_7baedd9cfb1ead1a3fc4c0161e06b526/images/screenshot170.jpg?ver=0Tantarés is amazing!Nir station launch one ...http://img98.rajce.idnes.cz/d9802/10/10447/10447390_7baedd9cfb1ead1a3fc4c0161e06b526/images/screenshot0_1.jpg?ver=0http://img98.rajce.idnes.cz/d9802/10/10447/10447390_7baedd9cfb1ead1a3fc4c0161e06b526/images/screenshot11_1.jpg?ver=0Haha!Nice job!My thoughts on the Thrust and/or ÃŽâ€v topic: I think the thrust for the core stage (stage 2) is good at 300. That lets the full Tantares "stack" have a TWR of about 1.5 after booster separation. Perhaps add a second config for the booster engines that have about 50-60% of the thrust of the core, but are otherwise the same part? That would differ from the real R-7, where the RD-107 and RD-108 are effectively the same (thrust-wise), but the dynamics of KSP are different from reality too. Dropping atmospheric ISP slightly is a good solution to curtail the excess ÃŽâ€v. These are fairly early-game parts, and should be somewhat inline with the early stock parts for balance purposes. At the same time they should still be able to deliver a payload as heavy as the Tantares to a reasonable "station" orbit around Kerbin. Ultimately if you change everything or change nothing I'll still be happy with it. Hi! Thanks for the feedback!I think reducing atmo ISP is a very good idea actually! Didn't think of that...Thanks!My rocket brokehttp://i.imgur.com/9oSBnqY.pnglelhuehueCongrats on the R7, Beale, can't wait to try it out.One thing occurred to me - would you consider making a matching set of textures for Procedural Tanks? I have no idea how demanding that is, or how much of your previous work could be used for them, but it would be really awesome to have tanks of any size matching with your parts.I do love the freedom procedural parts give me, but those textures look definitely sub-par compared to yours, and I think it is mostly a matter of style, not the procedural..ness?On the subject of the 1.875 probe core - that would definitely come in handy for some missions, but I still imagine a drone core integrated in the docking command module of the FGB would be a more elegant solution.Anyways, keep up the great work!Hi, thanks!Sure I can give it a look! I made some procedural tank textures (Or I think maybe it was stretchy tank) textures ages ago, In a Kocmoc style I think.Er, do you mean the Soyuz white/orange style or the grey style (or both )Also, yeah I think putting RC in the TKS butt-end is the more elegant and simple solution. Quote Link to comment Share on other sites More sharing options...
ndiver Posted November 25, 2014 Share Posted November 25, 2014 Hi Beale, great job for the R7 ! I was looking at some of the parts, and noticed the back docking port on your ATV. This feature is interesting as one of the evolution proposed for the ATV was to be a mini space station, as visible on this picture :Hi-Res: http://www.esa.int/images/03_ATV_MSS_cutaway.jpgThe position of the thrusters on the ATV was designed considering this possible update.Would it be possible to make a small switch (like in some parts of the B9 pack) that would allow in the hangar to switch the ATV from a cargo to a mini-space station configuration ? (meaning possibility to host one Kerbal inside, but possibly less ressources) Quote Link to comment Share on other sites More sharing options...
Beale Posted November 25, 2014 Author Share Posted November 25, 2014 Hi Beale, great job for the R7 ! I was looking at some of the parts, and noticed the back docking port on your ATV. This feature is interesting as one of the evolution proposed for the ATV was to be a mini space station, as visible on this picture :https://upload.wikimedia.org/wikipedia/en/c/ce/Cargo_Ascent_and_Return_Vehicle_docked_to_the_ISS.jpgHi-Res: http://www.esa.int/images/03_ATV_MSS_cutaway.jpgThe position of the thrusters on the ATV was designed considering this possible update.Would it be possible to make a small switch (like in some parts of the B9 pack) that would allow in the hangar to switch the ATV from a cargo to a mini-space station configuration ? (meaning possibility to host one Kerbal inside, but possibly less ressources) Hi!Yes the docking port was added for that proposal But for the second part, it's sadly impossible without introducing dependencies, which I really am against, I hope people understand.The only other way would be alternate parts (Which with texture sharing wouldn't be too bad).Eh, we shall see Soyuz RevisionsLess overall DV, better FX (But I am not satisfied with the look of it). Quote Link to comment Share on other sites More sharing options...
ste1701 Posted November 25, 2014 Share Posted November 25, 2014 (edited) Beale, the R-7 is beautiful!Korolev cross powered by separatrons:And do you remember the Eve explorer mission? They have finally arrived! Edited November 25, 2014 by ste1701 Quote Link to comment Share on other sites More sharing options...
ndiver Posted November 25, 2014 Share Posted November 25, 2014 Hi!Yes the docking port was added for that proposal But for the second part, it's sadly impossible without introducing dependencies, which I really am against, I hope people understand.The only other way would be alternate parts (Which with texture sharing wouldn't be too bad).Eh, we shall see Yes, i understand the problem of dependencies. The modified part (that could be just a second .cfg file, the model being the same) could act as a Science Lab for example (it was its real goal).Where I'm totally impressed is that with your parts and the stock ones, we can make all the considered variants of ATV or ATV-based modules ! Quote Link to comment Share on other sites More sharing options...
TheBedla Posted November 25, 2014 Share Posted November 25, 2014 Er, do you mean the Soyuz white/orange style or the grey style (or both )Having either (or both) would be great, it's just a matter of having a consistent style. I don't care too much about precisely matching the textures, more about maintaining a certain palette or scheme to have a consistent look across my craft.Thanks! Quote Link to comment Share on other sites More sharing options...
King Arthur Posted November 26, 2014 Share Posted November 26, 2014 Yeah, I think I just plain suck at ascent trajectories, and it really harms testing.With 7,000m/s of Delta V, I still only manage to get a Soyuz into 500km x500km orbit (stock aero).I should theoretically be able to get it to Duna...Perhaps you could employ MechJeb or kOS to automate the launch process? Putting aside "that" debate about autopilots, MechJeb or kOS would be able to produce repeatable and consistent results which would make your testing process a lot easier and more accurate. Quote Link to comment Share on other sites More sharing options...
tg626 Posted November 26, 2014 Share Posted November 26, 2014 Well I've been testing the R-7 (Kemyorka 7) rocket and came to some conclusions.Now, bear in mind that I am comparing it to the Vostok mod for Orbiter - and while I'm not a "rivet counter" to borrow a term from the TrainSim community, I do look for similar performance.I came up with the following, it cuts down the trust of the higher power engine from 300Kn to 200Kn and results in a more reasonable amount of fuel left after a MechJeb ascent to a 175km orbit.The core stage is manually dropped at MECO leaving the final stage (Stage 3 or Block E) to circularize. I place the MechJeb AR202 on the Block E stage so that I can then flip it retrograde and use it's ample remaining fuel to deorbit the stage.Here's the MM file I made to alter the engines, note that it also restores the smoke trails:@PART[TLV_Engine_A]{ !EFFECTS {} !MODULE[ModuleEnginesFX] {} // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 200 heatProduction = 380 fxOffset = 0, 0, 0.1 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 350 key = 1 310 } }}@PART[TLV_Engine_B]{ !EFFECTS {} !MODULE[ModuleEnginesFX] {} // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 190 heatProduction = 360 fxOffset = 0, 0, 0.1 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 380 key = 1 335 } }}It appears that the stock R-7 configs are set up for HotRockets, which I don't have installed. IMHO they should be made as stock engines and then have a MM file included to alter them to work with HotRockets only if HotRockets is installed. Quote Link to comment Share on other sites More sharing options...
tg626 Posted November 26, 2014 Share Posted November 26, 2014 (edited) I forgot to mention that I've been tweaking the fuel levels too. More on that later when I've got the numbers worked out.Full tweaks posted here Edited November 27, 2014 by tg626 Quote Link to comment Share on other sites More sharing options...
DGatsby Posted November 26, 2014 Share Posted November 26, 2014 Was able to use one of your parts to make this little guy:An interesting concept from the earlier days of spaceflight. Almost like a mini TKS!One Man Space Station Quote Link to comment Share on other sites More sharing options...
Beale Posted November 26, 2014 Author Share Posted November 26, 2014 (edited) Beale, the R-7 is beautiful!Korolev cross powered by separatrons:http://i.imgur.com/RWBy1WE.pngAnd do you remember the Eve explorer mission? They have finally arrived!http://i.imgur.com/1RRYFCf.pngThanks!I do remember, and it is good to see results! Next: land and return Yes, i understand the problem of dependencies. The modified part (that could be just a second .cfg file, the model being the same) could act as a Science Lab for example (it was its real goal).Where I'm totally impressed is that with your parts and the stock ones, we can make all the considered variants of ATV or ATV-based modules !Oh, I would for sure want a couple of windows and stuff Having either (or both) would be great, it's just a matter of having a consistent style. I don't care too much about precisely matching the textures, more about maintaining a certain palette or scheme to have a consistent look across my craft.Thanks!Okay, here you go.tavio.tgaAnd then add to PP texture config.Tavio { // TLV Skin sides { texture = ProceduralParts/Parts/tavio uScale = 2.0 vScale = 1.0 shininess = 0.6 specular = 0.4, 0.4, 0.4 } ends { texture = ProceduralParts/Parts/ends } }Perhaps you could employ MechJeb or kOS to automate the launch process? Putting aside "that" debate about autopilots, MechJeb or kOS would be able to produce repeatable and consistent results which would make your testing process a lot easier and more accurate.Yes, I think I must Well I've been testing the R-7 (Kemyorka 7) rocket and came to some conclusions.Now, bear in mind that I am comparing it to the Vostok mod for Orbiter - and while I'm not a "rivet counter" to borrow a term from the TrainSim community, I do look for similar performance.I came up with the following, it cuts down the trust of the higher power engine from 300Kn to 200Kn and results in a more reasonable amount of fuel left after a MechJeb ascent to a 175km orbit.The core stage is manually dropped at MECO leaving the final stage (Stage 3 or Block E) to circularize. I place the MechJeb AR202 on the Block E stage so that I can then flip it retrograde and use it's ample remaining fuel to deorbit the stage.Here's the MM file I made to alter the engines, note that it also restores the smoke trails:@PART[TLV_Engine_A]{ !EFFECTS {} !MODULE[ModuleEnginesFX] {} // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 200 heatProduction = 380 fxOffset = 0, 0, 0.1 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 350 key = 1 310 } }}@PART[TLV_Engine_B]{ !EFFECTS {} !MODULE[ModuleEnginesFX] {} // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 190 heatProduction = 360 fxOffset = 0, 0, 0.1 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 380 key = 1 335 } }}It appears that the stock R-7 configs are set up for HotRockets, which I don't have installed. IMHO they should be made as stock engines and then have a MM file included to alter them to work with HotRockets only if HotRockets is installed.Okay! This is an interesting config!Ehm, I will give it a go when I have some free time. It might be a solution to the balance issues I am knee deep in coding an N-body simulator for my dissertation, so I might not be able to do any kerbal stuff for a little while Was able to use one of your parts to make this little guy:http://i.imgur.com/D5t7Gx9.jpgAn interesting concept from the earlier days of spaceflight. Almost like a mini TKS!One Man Space StationVery cool!And I had never heard of the concept prior! Thanks! Edited November 26, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
TheBedla Posted November 26, 2014 Share Posted November 26, 2014 (edited) Okay, here you go.Wow, thanks! Beale, the Friendly Neighbourhood Modder! And good luck for your n-body work! Edited November 26, 2014 by TheBedla Quote Link to comment Share on other sites More sharing options...
SnowWhite Posted November 26, 2014 Share Posted November 26, 2014 Hi everyone! Here's much more better N-1 LK/LOK mission. Sorry, not everything is so brilliant as it could be, N-1 is just uncontrolable!Javascript is disabled. View full albumtg626, Very nice job, really! But...R-7 (Kemyorka 7)My face, when I read this:Semyorka-7 in English means "Seven-7". Sounds very... bad. So, only two ways to say: "Semyorka" (Nickname of the rocket) or "R-7". Ok, ok! I am too grouchy for now. In any case, well done! Quote Link to comment Share on other sites More sharing options...
Beale Posted November 26, 2014 Author Share Posted November 26, 2014 Wow, thanks! Beale, the Friendly Neighbourhood Modder! And good luck for your n-body work!No Problemo And thanks!Hi everyone! Here's much more better N-1 LK/LOK mission. Sorry, not everything is so brilliant as it could be, N-1 is just uncontrolable!http://imgur.com/a/ewZqeWow, nice mission!I really like the N1 design you have there.Couple of questions:- Where did you get the nice Orlan (I think?) EVA suits.- What are those cool grainy camera effects? Quote Link to comment Share on other sites More sharing options...
Djolox Posted November 26, 2014 Share Posted November 26, 2014 Can we just see vostok 3rd stage before you go? Quote Link to comment Share on other sites More sharing options...
SnowWhite Posted November 26, 2014 Share Posted November 26, 2014 Where did you get the nice Orlan (I think?) EVA suits.It's texture pack for Texture Replacer. But its lightmaps are broken in 0.25 version. Just look at the old screen was taken in 0.24.2.What are those cool grainy camera effects?It is one of the cameras in Hullcam VDS. Quote Link to comment Share on other sites More sharing options...
Beale Posted November 26, 2014 Author Share Posted November 26, 2014 (edited) Can we just see vostok 3rd stage before you go?But, there is nothing to show yet! It's texture pack for Texture Replacer. But its lightmaps are broken in 0.25 version. Just look at the old screen was taken in 0.24.2.http://i.imgur.com/KW58eAB.jpghttp://i.imgur.com/o9hJcpc.jpgIt is one of the cameras in Hullcam VDS.Thanks!These are two things I have wanted for a while!Your album have convinced me we need a Block D, also .Tantares LV 3.1The TWR issue: I still need to sit down and take a look at this. This is just a quick fix to add smoke FX and larger shock exhaust to the lower stage.Also, the lower stage engine has slightly lower Atmo ISP, which brings the total DV of the TLV (With Soyuz payload) to under 6,000m/s.Thanks guys, for the great feedback! A lander delivered to "Juno" (Courtesy of Kopernicus Mod) by the TLV. Edited November 26, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted November 26, 2014 Share Posted November 26, 2014 Houston, we have a problem.The parachute for the soyuz module comes out upside down, so the cable clips through the capsule and looks like it's hanging upside-down. I wish that I could post a picture, but the forum will only let me put web addresses. Is there an easy way for me to fix this? Quote Link to comment Share on other sites More sharing options...
Leszek Posted November 26, 2014 Share Posted November 26, 2014 Houston, we have a problem.The parachute for the soyuz module comes out upside down, so the cable clips through the capsule and looks like it's hanging upside-down. I wish that I could post a picture, but the forum will only let me put web addresses. Is there an easy way for me to fix this?I am trying to figure out how you did that.Make sure that you just have two parts at this stage, the parachute and the capsule. The orbital module and the service module should have been jettisoned some time ago. The orbital module by clicking on the parachute and decoupling and the service module by way of Tantares stage separator. Make sure your SAS is off.If that doesn't help, post pics, try with dropbox or something it is free. Quote Link to comment Share on other sites More sharing options...
kenbobo Posted November 26, 2014 Share Posted November 26, 2014 uuuuhhhhthisIf i remember from a presentation from HarvesteR himself, the game has 3 different scenes.Internal, External and Scaled.I think the game had a brain fart and the Internal merged into external.Also, the place is Eve, the mods are Roverdude's warp drive, the procedural parts, tantares. Thats all. Quote Link to comment Share on other sites More sharing options...
Chadley123 Posted November 27, 2014 Share Posted November 27, 2014 This has probably been discussed before, but I want to convey a wish of mine in the nicest way possible: I wish these parts were bigger. Normally, I would just find another mod like Homegrown rockets, which is fine and good on it's own. But I like these parts far better than Homegrown rockets. Tantares has it's own unique style and has a lot more of the soviet vehicles that I love. I would love Tantares to have a larger scale for the plain and simple experience of going on EVA and seeing a big vehicle or station and being blown away as to how that even got into space. (Also, the kerbals look really cramped in that capsule.) However, I do realize that Beale is an artist, and I really don't want to take Beale away from his vision and direction from were he wants Tantares to go. I am not going to stop using the mod because the mod maker doesn't want to incorporate every little thing people write on his thread.The new rockets look amazing and have been nothing but smooth sailing. I really appreciate how the boosters decouple in such a manner that I do not need to add ugly separatrons. Thank you for making this mod, Beale! Quote Link to comment Share on other sites More sharing options...
tg626 Posted November 27, 2014 Share Posted November 27, 2014 (edited) Houston, we have a problem.The parachute for the soyuz module comes out upside down, so the cable clips through the capsule and looks like it's hanging upside-down. I wish that I could post a picture, but the forum will only let me put web addresses. Is there an easy way for me to fix this?Try the file I posted at the bottom of this page: http://forum.kerbalspaceprogram.com/threads/81537-0-25-Tantares-Stockalike-Soyuz-and-MIR-12-1-2-Crew-1-25m-Pod-R-7-Release%21?p=1550948It fixes a bug in a config provided in RealChute.Actually, you can get it in this ZIPhttp://sourcebox.federalproductions.com/FP-Tantares_TLV_Tweaks_1_0.zipInside is "Tantares_Extras_RealChute.cfg" which should fix the upside down parachute behavior.FP-Tantares_TLV_Tweaks.cfg is a ModuleManager tweak file to give the Beta R-7 (aka "TLV") more R-7-esque performance (IMHO), it corrects the flames/missing smoke, cuts back the thrust of the high trust engine, and reduces the fuel of the A/B/C tanks so they are depleted at a more reasonably point in a flight (And are more consistent with the physical capacities of the stock tanks). Edited November 27, 2014 by tg626 Quote Link to comment Share on other sites More sharing options...
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